This thread is so painful to read, I don’t think half the posters even know what the other half is talking about.
So if you want fluid win conditions then it has to be made clear at the start of the second round and the game should stop as soon as that win condition has been met.
Absolutely right of course, if one team holds the other on the first objective, and then completes that objective itself, the round should end. Oddly so far this has always been the case in my experience, so it sounds like a bug that is only triggered under certain circumstances.
There were no match draws in either of those games.
Of course there were draws, but it wasn’t good. If maps were likely to be defended for 15 minutes or longer, they were the first to be removed from the map pool, because draws absolutely suck. To even suggest that people actually want these kind of draws to happen is ludicrous.
Because of this problematic, making strong stopwatch maps has always been incredibly hard with a severely limited design space. RTCW maps were all designed to be really hard to defend for more than a few minutes, which is the reason why in competition double rounds were played on each map to make up for the short duration (and randomness this implies).
In ET, people generally wanted the RTCW maps back. Only now we couldn’t play double rounds, because that would make every single ET specific map useless. So we played single rounds on maps which were too fast for it. ET specific maps included: Radar, which just happened to hit the sweet spot of a map which is hard to defend, but USUALLY you can break through within a reasonable time. Only that besides of that lucky punch, the map was actually exceedingly lame (open areas with foliage surrounded by… more open areas with foliage). Supplydepot, which is extremely offensive biased but has been padded out with a massive amount of escorting, bomb planting, and waiting for the crane, so it would usually generate times just below the 10 minute mark. Unsurprisingly this worked well for stopwatch, and unsurprisingly it was rather boring to play. And finally Goldrush, which had to be butchered several times to favour offense and speed up the map, until it was generally accepted as a suitable stopwatch map.
Now put on some rose coloured glasses and suddenly ET had nothing but perfect stopwatch maps, and we should immediately drop everything to return to exactly what it was doing. Screw change.
Sarcasm aside, I think that short rounds played multiple times, like it was done in RTCW, work really well. But if you go down this route you really have to commit to it, and it’s quite clear that Splash Damage has no interest in it. They have gone the opposite route of making longer maps more suitable for stopwatch, by creating multiple win conditions. It may not tickle your personal fancy, but it WORKS, and it’s an inherently elegant design. Games can be exciting, even if they aren’t always played to completion. And the multitude of possible results actually has the potential to create far more varied stories than “this round they beat the time. Now this round they didn’t”.